| The author seems to have completely missed the biggest gaming sensation of recent years - Minecraft is exactly the kind of game he's talking about (so is Kerbal Space Program). That list of "classics" also seems very parochial - more like "the best games when I was growing up" than any kind of "all time greats". Freedom and choices can be used as artistic elements. I'd cite e.g. Saya no Uta or Phantom of Inferno as the purest form of this - the interactivity of these "games" is absolutely minimal from a conventional "gaming" point of view, but it's vital to the narrative. You couldn't make these as movies, because the whole point is to make you complicit in what's happening, because the outcome is a result of your choices. But not every story has to be about such things. Many of the best-loved gaming classics - Ocarina of Time, or even FF7 - are those cinematic games, that maybe have puzzles (almost minigames, really), but where the overarching narrative is purely linear. If you can take a movie, or a movie-like narrative, and by sprinkling a few puzzles or quicktime events turn it into something more engaging, a better way to tell your story - why the hell not? Why is that not a perfectly valid form? Criticizing a game for being cinematic seems as pointless as criticizing a sculpture because it could have been done as a painting. |
We experience games very differently as adults than we did as children. Partly because of the child's mind, but partly because we no longer have the kind of time to completely pour ourselves into a game like we used to. I remember playing Master of Orion 2 for so long that I would hear its music in any kind of white noise.
No modern game, no matter how good, can measure up to that kind of adolescent commitment to a game.